Timeline for Maintaining frame rate while using many High Resolution models
Current License: CC BY-SA 3.0
12 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Apr 6, 2013 at 22:48 | history | tweeted | twitter.com/#!/StackGameDev/status/320669266166808576 | ||
| Apr 6, 2013 at 19:07 | history | edited | Zurechtweiser | CC BY-SA 3.0 |
added 41 characters in body
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| Apr 6, 2013 at 18:37 | history | edited | Zurechtweiser | CC BY-SA 3.0 |
briefly explain your changes (corrected spelling, fixed grammar, improved formatting)
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| Apr 6, 2013 at 4:36 | history | edited | Zurechtweiser | CC BY-SA 3.0 |
added 116 characters in body
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| S Apr 5, 2013 at 13:32 | history | suggested | Polar | CC BY-SA 3.0 |
Removed unnecessary indications of American / British equivalents, and expanded ie to i.e.
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| Apr 5, 2013 at 13:15 | comment | added | Tetrad | Almost all games make "realism" sacrifices for performance. | |
| Apr 5, 2013 at 12:41 | answer | added | danijar | timeline score: 0 | |
| Apr 5, 2013 at 12:20 | answer | added | Mike Baxter | timeline score: 1 | |
| Apr 5, 2013 at 12:12 | answer | added | jhocking | timeline score: 2 | |
| Apr 5, 2013 at 12:08 | review | Suggested edits | |||
| S Apr 5, 2013 at 13:32 | |||||
| Apr 5, 2013 at 11:57 | answer | added | MephistonX | timeline score: 2 | |
| Apr 5, 2013 at 11:47 | history | asked | Zurechtweiser | CC BY-SA 3.0 |